Forged Alliance Forever Forged Alliance Forever Forums 2016-07-10T22:07:58+02:00 /feed.php?f=62&t=12710 2016-07-09T23:20:07+02:00 2016-07-09T23:20:07+02:00 /viewtopic.php?t=12710&p=130288#p130288 <![CDATA[Re: Aeon Hover on Forbidden Pass]]>
LichKing2033 wrote:
biass wrote:Back to complain about balance instead of actually learning what to do I see

Back to talking shit. Where in my post I said anything about bad balance? I was asking for counters. And about scouting - I knew that, will do it more often then.


LichKing2033 wrote:
Hover is OP on certain maps and Forbidden Pass is one of them


Anyway back on topic

Statistics: Posted by TheKoopa — 09 Jul 2016, 23:20


]]>
2016-07-10T22:07:58+02:00 2016-07-09T21:04:31+02:00 /viewtopic.php?t=12710&p=130277#p130277 <![CDATA[Re: Aeon Hover on Forbidden Pass]]>
biass wrote:
Back to complain about balance instead of actually learning what to do I see

Back to talking shit. Do I ask for a balance change here? No. Do I ask for a counter to hover? Yes.

I shall scout more then.

Statistics: Posted by Lieutenant Lich — 09 Jul 2016, 21:04


]]>
2016-07-09T08:00:37+02:00 2016-07-09T08:00:37+02:00 /viewtopic.php?t=12710&p=130249#p130249 <![CDATA[Re: Aeon Hover on Forbidden Pass]]>
Hawkei wrote:
biass wrote:... need sonar to spot else 2 pop out and instakill a mex in under a second
It there ever a the kind of instakill which takes more than a second? :lol:


Yeah when you replay the instakill at -10 in a replay :p

Statistics: Posted by biass — 09 Jul 2016, 08:00


]]>
2016-07-09T06:25:13+02:00 2016-07-09T06:25:13+02:00 /viewtopic.php?t=12710&p=130247#p130247 <![CDATA[Re: Aeon Hover on Forbidden Pass]]>
biass wrote:
... need sonar to spot else 2 pop out and instakill a mex in under a second
It there ever a the kind of instakill which takes more than a second? :lol:

Statistics: Posted by Hawkei — 09 Jul 2016, 06:25


]]>
2016-07-09T04:41:35+02:00 2016-07-09T04:41:35+02:00 /viewtopic.php?t=12710&p=130246#p130246 <![CDATA[Re: Aeon Hover on Forbidden Pass]]>
Scout + kill, aurora blobs over the water have no chance unless you're not scouting

As for killing them? Same way you would kill aurora on flat land


IMO it's the swagners ou should be worrying about, need sonar to spot else 2 pop out and instakill a mex in under a second

Statistics: Posted by biass — 09 Jul 2016, 04:41


]]>
2016-07-09T04:19:07+02:00 2016-07-09T04:19:07+02:00 /viewtopic.php?t=12710&p=130245#p130245 <![CDATA[Re: Aeon Hover on Forbidden Pass]]>
1) Rush t2.
2) Have absolute air control.

Statistics: Posted by angus000 — 09 Jul 2016, 04:19


]]>
2016-07-09T04:08:30+02:00 2016-07-09T04:08:30+02:00 /viewtopic.php?t=12710&p=130244#p130244 <![CDATA[Re: Aeon Hover on Forbidden Pass]]>
- Mech Marine costal defence
- Ghetto gunships
- T2 Gunships
- T1 and T2 Point Defence at critical control points
- Riptide Spam
- Establish proxy base on opposite shoreline and operate two separate T1 armies.

T1 PD works very well vs Aeon, because, to utilise their amphibious capabilities the Aeon need to leave their artillery behind. So long as you have radar coverage. The Ghetto gunship is highly effective against all T1 hover units, and the landed Mech Marines (when microed) can very effectively deal with Seraphim artillery - making transport + LAB a highly versatile and effective counter to Seraphim artillery spam. This does of course require total air dominance... This is however only applicable to Seraphim hover - because grounded LAB's are totally ineffective against Aurora and should therefore be used exclusively in ghetto gunships vs. Aeon.

T2 Gunships can effectively deal with hover later in the game, though, if they send hover flak you may need to switch to Janus bombers. Riptides can very effectively deal with most hover units and you should be seeking to make a T2 land transition as soon as possible on this map.

Statistics: Posted by Hawkei — 09 Jul 2016, 04:08


]]>
2016-07-09T03:47:42+02:00 2016-07-09T03:47:42+02:00 /viewtopic.php?t=12710&p=130243#p130243 <![CDATA[Aeon Hover on Forbidden Pass]]>
1) Bombing them - Scorcher has AOE which kills Auroras in packs. This works well, you just need a lot of inties.
2) Frigates - I tried but in large numbers auroras swarm them and kill them at once. Any way of setting up a naval blockade?
Theories:
3) Walling off coasts, perhaps putting a couple PD and AA.
4) Walling off + making foxholes for mongoose to act as T2 mobile ravager.
Not really a theory, just an idea:
5) Conduct Pillar/riptide drops to kill energy facilities, therefore disabling air and slowing down land.

Suggestions?

Statistics: Posted by Lieutenant Lich — 09 Jul 2016, 03:47


]]>